POV-Ray : Newsgroups : povray.binaries.images : Applying textures to a spherical heightfield section afterwards? : Re: Applying textures to a spherical heightfield section afterwards? Server Time
23 Apr 2024 22:32:48 EDT (-0400)
  Re: Applying textures to a spherical heightfield section afterwards?  
From: Le Forgeron
Date: 14 Sep 2020 12:34:24
Message: <5f5f9b90$1@news.povray.org>
Le 14/09/2020 à 04:36, Jörg "Yadgar" Bleimann a écrit :
> Hi(gh)!
> 
> On 12.09.20 15:05, Bald Eagle wrote:
>> =?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>>
>>> According to the official 3.7 tutorial, the texture/pigment statement
>>> still has to be part of the original mesh2 definition -
>>
>> The _NAME_ of the texture does - which can be defined in the pov file
>> that then
>> includes your mesh2.
> 
> O.k., I tried this - with the following code in my mesh2 generator
> replacing the texture_list:
> 
> // begin code
> 
>   #write (ES, concat("  uv_vectors\n",
>              "  {\n",
>              "    ",str(NumUVVectors, 1, 0),"\n"))

How is NumUVVectors computed ? it should be xdim*ydim.
or (xdim+1)*(ydim+1) if range of #for are (0, ydim) and (0, xdim)

>   #for (a, 0, ydim-1)
>     #for (b, 0, xdim-1)

Range problem, b/xdim is never reaching 1.0, same for a/ydim.

>       #write (ES, concat("<", str(b*(1/xdim), 1, 6), ",",
> str(a*(1/ydim), 1, 6), ">"))

I hate that code:

>       #if (a < ydim-1 & b < xdim-1)

because it seems, to my eyes, ambiguous about order of operations.

Please put more ().


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